Thanks for all the answers guys. Frump : what MoP said ^^ Transpose master is temporary "grouping" the meshes in one single mesh (instead of a real seamless merge) but still keep all objects separate when it comes to make the mask selection (or maybe I'm missing something here?) MoP : Looks like this solution is the one,…
@shabba I appreciate your critique! I defiantly see what your pointing out, there were a lot of things that I struggled with here, especially the style. In my next personal project I'm going to try and improve on these points and the ones above as well, and ill probably try to get more critique earlier on so I can catch…
@EarthQuake Thanks a lot for this detailed answer with great images. When I get around to it, I'll try this stuff out. I'm also looking forward to TB 5 (love the new UI direction). Any rough estimate on when it will leave beta testing? Also, I'm happy that both PCs and consoles are getting stronger and stronger over the…
Hi there, new here, I'm trying to do a self exercise from one of TB-Choi's, to take an object and try to design a character based mainly on it. would love to hear any feedback. thanks :)
Hello everyone, how are you doing. So, I'm in the midst of modeling this handheld controller from PACIFIC RIM(as you can see I've gathered enough reference). I've managed to get the general shape, but when i try to solve the topology to hold the edges and making the object feels alive i get this issue, in this specific…
Lighting for a modular workflow is usually handled in-engine. It might be baked or it could be realtime. Per-object AO these days is often left to SSAO, but Unreal and similar engines still bake it in. Each modular piece will be able to have different lighting applied, so don't bake AOs into your diffuse unless it's…
:) here is an the example of sk tail. its a combination of 4 channels: mask1 blue (for metalness effect), mask2 blue (for tinting the spec light to the materials color), mask2 red (for setting specular intensity) and mask2 green (for rimlight intensity). try to use very soft values in the metalness channel and also dont…
I completely agree with kevin on this subject. I have been teaching myself for about 3 years now, with trial and error.. over and over again. Not once have i contacted anyone personally to ask a silly question. I feel the game industry is begining to get lazy with so many younger people like myself wanting a shot at it.…
@Ged: Thank you very much for the paintover! I truly appreciate it. As you said, it is a bit over the top, but it does get the point across well. I will do my best to add some more fog/steam to add some more atmosphere. @BANGARANG!: Lots of awesome feedback there! Regarding the closed pod; I decided to close it up, both to…
Hello Polycount. I'm working on a fighting game in UE4 called Origin of Storms. We showed the game last year at PlayNYC with asset packs bought on the marketplace. It still went pretty positively given that fact. We're targeting OrlandoIX in 2020 and we want to have 4 characters animated and finalized for this deadline. As…